Search found 51 matches
- Fri May 16, 2025 12:17 pm
- Forum: Not a bug
- Topic: [2.0.49] Construction bots may deadlock
- Replies: 4
- Views: 349
Re: [2.0.49] Construction bots may deadlock
Creating a situation where at some point there is no storage capacity available is a user error, and this one is easily recoverable anyway.
Actually this is a regression introduced by https://factorio.com/blog/post/fff-374. Before the possibility of having one bot do multiple tasks, this ...
- Fri May 16, 2025 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Make construction bots smarter to avoid deadlock
- Replies: 3
- Views: 297
Re: Make construction bots smarter to avoid deadlock
I don't think this is an edge case. To me it's a legitimate way to play to make sure all chests have proper filters instead of having a large dump of unfiltered chests sitting in one corner of the base getting filled with random items. There is no guarantee that those random items will eventually ...
- Thu May 15, 2025 10:53 am
- Forum: Ideas and Suggestions
- Topic: Make construction bots smarter to avoid deadlock
- Replies: 3
- Views: 297
Make construction bots smarter to avoid deadlock
To reproduce:
- Have a storage chest filled with items for which it is the only chest in the network that will accept it
- Try to move the chest by cutting and pasting it
This results in construction bots picking up the items from the chest and getting stuck in the air as they have nowhere to drop ...
- Have a storage chest filled with items for which it is the only chest in the network that will accept it
- Try to move the chest by cutting and pasting it
This results in construction bots picking up the items from the chest and getting stuck in the air as they have nowhere to drop ...
- Thu May 15, 2025 9:52 am
- Forum: Not a bug
- Topic: [2.0.49] Construction bots may deadlock
- Replies: 4
- Views: 349
[2.0.49] Construction bots may deadlock
To reproduce:
- Have a storage chest filled with items for which it is the only chest in the network that will accept it
- Try to move the chest by cutting and pasting it
This results in construction bots picking up the items from the chest and getting stuck in the air as they have nowhere to drop ...
- Have a storage chest filled with items for which it is the only chest in the network that will accept it
- Try to move the chest by cutting and pasting it
This results in construction bots picking up the items from the chest and getting stuck in the air as they have nowhere to drop ...
- Thu Feb 13, 2025 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Better symbols for any/all signals
- Replies: 0
- Views: 192
Better symbols for any/all signals
Currently they look like the "element of" symbol, which is annoying as they don't really mean that. Even when interpreting the graphic as not mathematical symbols but squiggles that suggest splitting and merging, they are still incorrect, as neither splits the input, only merges it, so they should ...
- Thu Feb 13, 2025 12:05 pm
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 31
- Views: 4332
Re: Add setting to hide unresearched items/recipes in factoriopdia
+1
Only because I tried a mod and now I'm at a stage where I'm getting an item as a byproduct and I have no idea how to get rid of it, and I tried to look it up in factoriopedia to find nothing because the mod decided to disable showing all items. I can still manually scroll through the techs and ...
Only because I tried a mod and now I'm at a stage where I'm getting an item as a byproduct and I have no idea how to get rid of it, and I tried to look it up in factoriopedia to find nothing because the mod decided to disable showing all items. I can still manually scroll through the techs and ...
- Fri Nov 29, 2024 11:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.23] Selector combinator introduces meaningless blueprint parameter
- Replies: 1
- Views: 1349
[boskid][2.0.23] Selector combinator introduces meaningless blueprint parameter
Place a selector combinator and set it to "Quality transfer" mode. Make a blueprint of the combinator and go into blueprint parameterization.
Actual behavior: a parameter shows up with the value of zero and hovering over it provides no explanation other than "in <selector combinator>"
Expected ...
Actual behavior: a parameter shows up with the value of zero and hovering over it provides no explanation other than "in <selector combinator>"
Expected ...
- Thu Nov 28, 2024 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Hrusa] [Import from] planet reverts when changing quality
- Replies: 3
- Views: 1636
Re: [Hrusa] [Import from] planet reverts when changing quality
I'm actually seeing the reset happen when changing an existing request that can't be fulfilled.
- Fri Nov 01, 2024 3:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Crash loading save "FluidBox.cpp:364: !this->buffer was not true"
- Replies: 1
- Views: 360
Re: [2.0.12] Crash loading save "FluidBox.cpp:364: !this->buffer was not true"
For the record the crash is no longer happening in 2.0.14.
- Mon Oct 28, 2024 8:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.12] Crash loading save "FluidBox.cpp:364: !this->buffer was not true"
- Replies: 1
- Views: 360
[2.0.12] Crash loading save "FluidBox.cpp:364: !this->buffer was not true"
It's an old (but 2.x) save so probably it's related to the incremental changes since the LAN.
0.004 2024-10-28 20:41:03; Factorio 2.0.12 (build 79795, win64, full, space-age)
0.004 Operating system: Windows 11 (build 22631)
0.004 Program arguments: "D:\Games\Factorio_1.2\bin\x64\factorio.exe ...
0.004 2024-10-28 20:41:03; Factorio 2.0.12 (build 79795, win64, full, space-age)
0.004 Operating system: Windows 11 (build 22631)
0.004 Program arguments: "D:\Games\Factorio_1.2\bin\x64\factorio.exe ...
- Thu Oct 24, 2024 11:08 am
- Forum: Ideas and Suggestions
- Topic: Rocket capacity is too inaccurate for some items
- Replies: 9
- Views: 1866
Rocket capacity is too inaccurate for some items
Example is the uranium ammo, which has a stack size of 100 and a rocket capacity of 25. This means the rocket capacity is 0.25 stacks, yet in the tooltip it shows up as 0.3 stacks. I guess too aggressive rounding is to blame for this. Some limits do need to be in place in case of mods adding items ...
- Thu Oct 24, 2024 8:08 am
- Forum: Ideas and Suggestions
- Topic: "Not enough storage space" alert should show the item icon
- Replies: 1
- Views: 460
"Not enough storage space" alert should show the item icon
Currently the "not enough space in logistics storage" doesn't show what item there is no storage for. To figure out you have to click on the alert and zoom in and hopefully notice that bot with the offending item, but even worse is if the alert is coming from a chest because then you don't know ...
- Wed Oct 23, 2024 10:41 am
- Forum: Ideas and Suggestions
- Topic: Allow more interactivity during pause
- Replies: 1
- Views: 312
Allow more interactivity during pause
Currently the entire GUI is locked up when pausing, however if you open Factoriopedia first and then pause, you can still continue browsing normally.
I think the main GUI should remain interactive and at least allow opening of windows in read-only mode such as Factoriopedia and the research queue ...
I think the main GUI should remain interactive and at least allow opening of windows in read-only mode such as Factoriopedia and the research queue ...
- Wed Oct 23, 2024 10:07 am
- Forum: Minor issues
- Topic: [Donion] [2.0.9] Switching items in Factoriopedia resumes music during pause
- Replies: 1
- Views: 246
[Donion] [2.0.9] Switching items in Factoriopedia resumes music during pause
Reproduction:
- Make sure the music is playing
- Open Factoriopedia
- Pause the game (which makes the music stop)
- Switch to an entry that has a simulation (e.g. "Item on ground")
Actual behavior:
- The music restarts, until re-pausing or using the "Pause music" hotkey
Expected behavior:
- The ...
- Make sure the music is playing
- Open Factoriopedia
- Pause the game (which makes the music stop)
- Switch to an entry that has a simulation (e.g. "Item on ground")
Actual behavior:
- The music restarts, until re-pausing or using the "Pause music" hotkey
Expected behavior:
- The ...
- Wed Oct 23, 2024 10:00 am
- Forum: Resolved Problems and Bugs
- Topic: [v453000][2.0.8] Unable to assign Copper Wire recipe in Assembly Machine 2
- Replies: 4
- Views: 1045
Re: [2.0.8] Unable to assign Copper Wire recipe in Assembly Machine 2
I think the one that connects power poles needs to have the word "copper" removed from its name. For the Hungarian translation, I translated this name as if it was "Electric cable".
- Wed Oct 23, 2024 9:13 am
- Forum: Implemented Suggestions
- Topic: [may contain spoilers]Fulgora: Adding Iron Rods to Ruins Drop?
- Replies: 9
- Views: 22822
Re: [2.0.9] It is possible to softlock on Fulgora due to missing sticks/substations
I would prefer making substations a requirement as opposed to adding more junk drops to ruins.
- Wed Oct 23, 2024 9:10 am
- Forum: Ideas and Suggestions
- Topic: [Space Age] Make victory condition either more or less ambiguous
- Replies: 9
- Views: 11291
Re: [Space Age] Make victory condition either more or less ambiguous
Agreed. In fact I think the description was a bit clearer at the time of the LAN when
the shattered planet
was interstellar space
, however even that was ambiguous whether you had to travel the full 4 Gm distance
or just travel to the beginning of it
. I assumed the former.- Tue Oct 22, 2024 5:48 am
- Forum: Ideas and Suggestions
- Topic: Auto-launching of mixed rockets
- Replies: 63
- Views: 22439
Auto-launching of mixed rockets
If you have requests from a space platform that you have all the materials for on the planet, they should be requested by the rocket silo if they can fill a rocket even if the individual items can't fill a rocket by themselves.
There are two main use cases for this. First is construction, where you ...
There are two main use cases for this. First is construction, where you ...
- Tue Oct 22, 2024 5:35 am
- Forum: Ideas and Suggestions
- Topic: Show ammo usage of weapons and turrets in Factoriopedia
- Replies: 0
- Views: 257
Show ammo usage of weapons and turrets in Factoriopedia
Currently ammo usage of weapons and turrets is not shown in Factoriopedia. This actually discouraged me from ever wanting to try the Tesla turret, as I didn't realize that it doesn't need ammo, because there is a Tesla ammo item in the game so I assumed it is used by both the gun and the turret, but ...
- Fri Oct 18, 2024 9:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.6] new Steam achievement names and description are English although the translations are available in-game
- Replies: 3
- Views: 721
Re: [2.0.6] new Steam achievement names and description are English although the translations are available in-game
Same for Hungarian. Some of the achievement names and descriptions have sloppy translations from before I proofread all the strings.